Every 17% increase/decrease of Power Duration adds or removes a particle.

When you are full on energy and come across extra energy spheres laying on the floor, you can cast a "free" Null Star and instantly go back to full energy. This allows you to easily keep stars active for each encounter.

Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.

Nova creates a volatile orb of antimatter which is steered with the aiming reticle. This particle absorbs all damage (friendly and hostile) when shot at, and once the particle makes contact with a solid object it will detonate and inflict 100 / 125 / 150 / 200 base damage + 100% / 200% / 300% / 400% of all absorbed damage as Radiation damage with an explosion radius of 5 / 8 / 10 / 15 meters. When the particle comes into contact with an enemy, 10Radiation damage is inflicted prior to detonation.

The particle is guided via the HUD's targeting reticle, steering itself towards any object the reticle is placed on including environmental obstacles and enemies.

Looking directly at the particle will slow it down significantly.

Multiple particles can be active simultaneously.

The particle seems to have unlimited duration until it comes into contact with a solid object. However, multiple instances of particles at the same time will cause randomly timed explosions until there is only one left.

One particle can store up to 50,000 absorbed damage

After absorbing the maximum amount of damage the particle will speed up rather significantly.

The coloring of the particle changes towards the caster's energy color as it absorbs damage.

Undoubtedly if done correctly, this is the most effective ability that can be used against powerful bosses that retain a single stage of health, as a well-charged drop can deal damages up to more than 100,000 Radiation damage on a single explosion.

Using accurate weapons such as the Flux Rifle is recommended to provide continuous flow of damage to the drop.

The Opticor is one of such weapons, and would result in 4400 damage dealt by Antimatter Drop from a single shot, unmodified, and with a max charge shot.

Use weapons that have zero or little recoil. Recoil moves the weapon upward and this will move the reticle as well, which in turn will steer the orb away from the centerline (when it flies away from you) and will be very hard to hit.

Critical damage does not amplify the Drop further, as Critical hits does not compute on inanimate objects such as the Explosive Barrel.

Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.

Nova creates a wormhole with an entrance directly in front of her and an exit-point 50 meters away that is centered on the HUD's targeting reticle. Only 1 / 2 / 3 / 4 wormholes can be active simultaneously. A wormhole can last for a maximum of 10 / 12 / 14 / 16 seconds and will collapse after 1 / 2 / 3 / 4 uses.

Number of active wormholes and number of uses are not affected by Power Strength.

Nova unleashes a radial wave of antimatter particles. The wave starts 5 meters from Nova and propagates at a speed of 5 meters per second for 2 / 3 / 4 / 6 seconds before dissipating. All enemies in range are coated in antimatter that destabilizes their molecular structure for 10 / 15 / 20 / 30 seconds.

Wave expansion duration and prime duration are affected by Power Duration.

The value of the speed debuff is determined by adding power strength's bonus directly to the speed debuff's base value (e.g., with +30% power strength, the speed debuff will be 0.3 + 0.3 = 60% at max rank). The speed debuff cannot exceed 75% under any circumstances.

Power strength less than -10% / -20% / -25% / -30% will yield a negative speed debuff that increases an enemy's speed (e.g., -60% power strength will produce a 0.3 - 0.6 = -30% speed debuff at max rank, which implies the enemy will move and attack 30% faster).

Damage multiplier does not affect shields. The primed enemy will take increased damage when its shields have been removed.

Each explosion can cause the subsequent death and detonation of nearby enemies, resulting in a chain reaction.

Molecular Prime does not stack from multiple Novas in a cell. Primed enemies cannot be reprimed until their current buff or debuff wears off.

Recasting Molecular Prime resets the spread of previous casts.

Nova is not invincible while casting, but she can resist knockdowns.

Can be cast in the air.

Synergizes well with Nyx's Chaos as units will attack each other dealing double damage, weakening every individual until someone dies and causes a series of chain explosions that can kill the entire group.

Primed enemies' bodies visibly dissolve after death by detonation, but they are actually hidden and not yet removed, thus allowing Nekros to cast Desecrate.

Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.

Nova is an offensive/utility Warframe that excels in speed running, quickly dispatching large numbers of enemies, and killing bosses. What she lacks in defensive abilities, she makes up for in pure offense.

As she has a polarity, consider using Proyección Corrosiva, as it will lower the enemy armor rating by 30%, allowing Molecular Prime to deal more damage to armored enemies. At high levels, it is ideal to use in place of energy siphon.

Skills

Null Star

Null Star can be used for both offensive and defensive purposes. It is relatively unremarkable when unranked, but at max rank, it can prove to be quite useful.

For offensive purposes, it can deal a good amount of damage to a single target by itself, dealing a total of 1200 damage after all six particles have launched (or more, if you are using Continuity and Constitution). Keep in mind that each particle will stun on hit, allowing you to continually stagger a target while you attack them.

Defensively, it is wise to use it before reviving an ally or accessing a terminal, as you are very vulnerable when doing either. Activating Null Star beforehand can stun or kill any enemies nearby that decide to attack you, preventing you from taking a lot of unnecessary damage.

On higher enemy ranks Nova may wish to use the skill in the same manner as Rhino's Iron Skin and recast it every time it is depleted as this will prevent her from being blindsided by enemies that are stuck in corners or behind obstacles. This is particularly important in Grineer tilesets because infantry will often jam themselves into corners on either side of the round doorways and open fire as soon as the player passes by.

Antimatter Drop

Undeniably one of the most powerful abilities in Warframe, Antimatter Drop's power does not lie in its base damage, but in absorbing damage. Antimatter Drop absorbs all incoming fire, increasing the damage it will deal upon detonation with each shot. At max rank, the absorbed damage will be multiplied by 4.

It is wise to have a full clip before releasing an Antimatter Drop. Upon using the ability, continue firing at it nonstop. A high powered fully modded, max ranked, potato'd weapon, especially ones that do a large amount of damage, such as the Flux Rifle, Acrid or Lanka, can easily cause Antimatter Drop to deal well over 20,000 damage, instantly killing almost any boss. Using weapons with 100% accuracy or small spreads allows Nova to continue pouring bullets into the Drop for a longer period of time.

Antimatter Drop can be tricky to control though, as it moves based on where you are facing, whether you are aiming or not. Keep this in mind to control it. If you aren't absolutely sure that enemy fire will kill you it may be wiser to persevere through the hail of bullets and continue guiding the Drop until it detonates as prematurely running for cover may cause a loaded drop to float back to you and waste your invested ammo.

Wormhole

Wormhole opens up a one-way portal that will teleport anyone that enters it, friend or foe, to the target location. This is useful for rushing missions, helping allies catch up, reaching otherwise difficult-to-reach areas, or messing with enemies (And some unsuspecting allies as well). Be sure to upgrade it, as this will increase the number of uses per Wormhole.

Molecular Prime

A devastating ability, it does no damage initially, but primes targets in the area. Primed targets are slowed by 30% and takes double damage. Upon death, a target will explode doing it's damage, often detonating other nearby primed targets. This allows for chain explosions; upgrading it will increase its damage greatly.

Molecular Prime works incredibly well in conjunction with Antimatter Drop, weakening a boss, or killing entire legions of enemies by triggering an explosion. A maxed Stretch is highly recommended with this ability.

It should be noted that the slow effect for Molecular Prime stacks with other abilities that slow. When used alongside Frost's Snowglobe, or other effects such as frío elemental mods, this ability is also capable of bringing enemies and bosses to a grinding halt, dramatically slowing them and easing the capability of landing headshots for the whole team.